Difference between revisions of "Foundry (Long War)"

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(→‎Foundry Projects: Shiv projects)
(→‎Foundry Projects: Table updated, all 41 projects included)
Line 31: Line 31:
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
|- align="center"
 
|- align="center"
!colspan="10" | SHIV-Specific Upgrades
+
!colspan="11" | SHIV-Specific Upgrades
 
|- align="center"
 
|- align="center"
 
| SHIV Repair
 
| SHIV Repair
Line 65: Line 65:
 
| §40
 
| §40
 
| 0
 
| 0
| 5
+
| 0
 
| 0
 
| 0
 
| 0
 
| 0
 
| 7
 
| 7
| -
+
| -  
 
 
  
 +
|- align="center"
 +
| Sentinel Drone
 +
| Grants auto-repair ability to a SHIV
 +
| 30
 +
| Cyberdisc Autopsy
 +
| 80
 +
| 20
 +
| 0
 +
| 10
 +
| 0
 +
| 7
 +
| 1x Drone Wreck, <br> 1x UFO Flight Computer
 
|-
 
|-
!colspan="4" | General Mechanical Unit Upgrades
+
!colspan="11" | General Mechanical Unit Upgrades
|-
+
|- align="center"
 
| Advanced Servomotors
 
| Advanced Servomotors
 +
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs
 +
| 45
 
| Mechtoid Autopsy
 
| Mechtoid Autopsy
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core
+
| §300
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs
+
| 30
 +
| 0
 +
| 20
 +
| 8
 +
| 14
 +
| 8x Mechtoid Core
 +
 
 +
|- align="center"
 +
| Advanced Repair
 +
| Increases Interceptor and SHIV repair speed
 
| 45
 
| 45
|-
 
| Advanced Repair
 
 
| Heavy Floater Autopsy
 
| Heavy Floater Autopsy
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld
+
| §250
| Increases Interceptor and SHIV repair speed
+
| 40
|-
+
| 0
 +
| 0
 +
| 4
 +
| 21
 +
| 4x Heavy Floater Corpse
 +
 
 +
|- align="center"
 
| Shaped Armor
 
| Shaped Armor
| Floater Autopsy
 
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses
 
 
| Increases health of mechanised units (SHIV, MEC)
 
| Increases health of mechanised units (SHIV, MEC)
 
| 35
 
| 35
|-
+
| Floater Autopsy
 +
| §300
 +
| 40
 +
| 0
 +
| 20
 +
| 3
 +
| 21
 +
| 3x Floater Corpses
 +
 
 +
|- align="center"
 
| MEC Close Combat
 
| MEC Close Combat
| Berserker Autopsy
 
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse
 
 
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn
 
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn
 
| 50
 
| 50
|-
+
| Berserker Autopsy
 +
| §300
 +
| 30
 +
| 0
 +
| 15
 +
| 5
 +
| 7
 +
| 5x Berserker Corpse
 +
 
 +
|- align="center"
 
| Jellied Elerium
 
| Jellied Elerium
| Elerium
 
| §300, 30x Elerium
 
 
| Increases Flamethrower damage by ~50%.
 
| Increases Flamethrower damage by ~50%.
 
| 25
 
| 25
|-
+
| Elerium
!colspan="4" | General Weapon Upgrades
+
| §200
|-
+
| 0
 +
| 30
 +
| 0
 +
| 0
 +
| 10
 +
| -
 +
 
 +
 
 +
|-align="center"
 +
| MEC Warfare Systems
 +
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)
 +
| 20
 +
| Alien Biocybernetics
 +
| §25
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 7
 +
| -
 +
 
 +
|- align="center"
 +
!colspan="11" | General Weapon Upgrades
 +
 
 +
|-align="center"
 
| Enhanced Ballistics
 
| Enhanced Ballistics
| Alien Materials
 
| §80, 5x Alloys
 
 
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.
 
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.
 
| 10
 
| 10
|-
+
| Alien Materials
 +
| §80
 +
| 5
 +
| 0
 +
| 0
 +
| 0
 +
| 7
 +
| -
 +
 
 +
|-align="center"
 
| Enhanced Lasers
 
| Enhanced Lasers
| Advanced Beam Lasers
 
| §150, 20x Alloys, 15x Weapon Fragments
 
 
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.
 
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.
 
| 55
 
| 55
|-
+
| Advanced Beam Lasers
 +
| §150
 +
| 20
 +
| 15
 +
| 0
 +
| 0
 +
| 14
 +
| -
 +
 
 +
|- align="center"
 
| Enhanced Plasma
 
| Enhanced Plasma
 +
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.
 +
| 75
 
| Precision Plasma Weapons
 
| Precision Plasma Weapons
| §200, 30x Elerium, 45x Alloys, 30x Weapon Fragments
+
| §300
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.
+
| 30
|-
+
| 30
 +
| 30
 +
| 0
 +
| 21
 +
| 1x Plasma Rifle
 +
 
 +
|-align="center"
 
| Ammo Conservation
 
| Ammo Conservation
 +
| Increases the ammo capacity of weapons by 1 shot/burst.
 +
| 55
 
| Muton Autopsy
 
| Muton Autopsy
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments
+
| §600
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).
+
| 65
| 55
+
| 100
|-
+
| 0
!colspan="4" | Pistol Upgrades
+
| 0
|-
+
| 14
 +
| 20x Muton Corpses
 +
 
 +
|-align="center"
 +
!colspan="11" | Pistol Upgrades
 +
 
 +
|-align="center"
 
| Mag Pistols
 
| Mag Pistols
 +
| Grants + 10% Critical hit chance to all pistols
 +
| 10
 
| Alien Weaponry
 
| Alien Weaponry
| §35, 5x Weapon Fragments
+
| §35
| Increases chance of scoring a critical hit with pistols
+
| 0
| 10
+
| 5
|-
+
| 0
 +
| 0
 +
| 7
 +
| -
 +
 
 +
|-align="center"
 
| Rail Pistols
 
| Rail Pistols
 +
| Grants +10% Aim to all pistols
 +
| 20
 
| Gauss Weapons
 
| Gauss Weapons
| §90, 5x Alloys, 25x Weapon Fragments
+
| §90
| +10% Aim for pistols?
+
| 5
|-
+
| 25
 +
| 0
 +
| 0
 +
| 10
 +
| -
 +
 
 +
|-align="center"
 
| Reflex Pistols
 
| Reflex Pistols
 +
| Grants +1 damage to all pistols
 +
| 35
 
| Compact Plasma Weapons
 
| Compact Plasma Weapons
| §145, 20x Alloys, 20x Elerium, 50x Weapon Fragments
+
| §145
|  
+
| 20
|-
+
| 50
!colspan="5" | Aerospace Improvements
+
| 20
|-
+
| 0
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 +
!colspan="11" | Material Recovery
 +
 
 +
|-align="center"
 +
| Improved Salvage
 +
| Increases weapon fragment recovery from combat by 25%
 +
| 20
 +
| Alien Materials
 +
| §200
 +
| 20
 +
| 0
 +
| 10
 +
| 30
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 +
| Alien Metallurgy
 +
| Increases alloy salvage from crash sites by between 15 and 20 percent
 +
| 20
 +
| Alien Materials
 +
| §300
 +
| 15
 +
| 0
 +
| 5
 +
| 60
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 +
| Alien Nucleonics
 +
| Increases Elerium recovery from combat.
 +
| 45
 +
| Alien Power Systems
 +
| §500
 +
| 60
 +
| 0
 +
| 20
 +
| 80
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 +
!colspan="11" | Aerospace Improvements
 +
 
 +
|-align="center"
 
| Aircraft Boosters
 
| Aircraft Boosters
 +
| Allows production of usable 'booster' items for interception
 +
| 10
 
| Alien Materials
 
| Alien Materials
| §50, 10x Weapon Fragments, 10x Meld
+
| §50
| Allows production of usable 'booster' items for interception
+
| 0
 +
| 10
 +
| 0
 
| 10
 
| 10
|-
+
| 7
 +
| -
 +
 
 +
|-align="center"
 
| Elerium Afterburners
 
| Elerium Afterburners
 +
| Increases Interceptor combat time.
 +
| 45
 
| Alien Propulsion
 
| Alien Propulsion
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source
+
| §200
| Increases Interceptor combat time.
+
| 15
|-
+
| 0
 +
| 15
 +
| 0
 +
| 14
 +
| 2x Alien Power Source
 +
 
 +
|-align="center"
 
| Armored Fighters
 
| Armored Fighters
 +
| Increases Interceptor HP.
 +
| 30
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld
+
| §400
| Increases Interceptor HP.
+
| 95
|-
+
| 0
 +
| 30
 +
| 20
 +
| 14
 +
| 20x Floater Corpse
 +
 
 +
|-align="center"
 
| Wingtip Sparrowhawks
 
| Wingtip Sparrowhawks
| Advanced Aerospace Concepts
 
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld
 
 
| Grants Interceptors secondary armor-piercing missiles.
 
| Grants Interceptors secondary armor-piercing missiles.
 
| 55
 
| 55
|-
+
| Advanced Aerospace Concepts
 +
| §500
 +
| 50
 +
| 50
 +
| 10
 +
| 50
 +
| 21
 +
| -
 +
 
 +
|-align="center"
 
| Penetrator Weapons
 
| Penetrator Weapons
 +
| Increases armor penetration of air-to-air weapons.
 +
| 14
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers
+
| §200
| Increases armor penetration of air-to-air weapons.
+
| 20
|-
+
| 45
 +
| 0
 +
| 0
 +
| 14
 +
| 2x Cyberdisc Wreck,<br> 2x UFO Flight Computers
 +
 
 +
|-align="center"
 
| Super Skyranger
 
| Super Skyranger
 +
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault
 +
| 35
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
| §200, 20x Alloys
+
| §200
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault
+
| 20
| 35
+
| 0
|-
+
| 0
 +
| 0
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 
| Improved Avionics
 
| Improved Avionics
 +
| Increases Interceptor hit chance.
 +
| 20
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
| §400, 35x Weapon Fragments, 3x UFO Flight Computers
+
| §400
| Increases Interceptor hit chance.
+
| 5
|-
+
| 35
 +
| 0
 +
| 0
 +
| 14
 +
| 3x UFO Flight Computers
 +
 
 +
|-align="center"
 
| Stealth Satellites
 
| Stealth Satellites
 +
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)
 +
| 80
 
| Stealth Systems
 
| Stealth Systems
| §150, 20x Elerium, 20x Alloys, 3x item (Alien Navigation System)?
+
| §800
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)
+
| 80
|-
+
| 0
 +
| 80
 +
| 0
 +
| 28
 +
| 6x UFO Flight Computer, <br> 6x Seeker Wreck
 +
 
 +
|-align="center"
 
| Supercapacitors
 
| Supercapacitors
| Advanced Pulse Lasers
 
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment
 
 
| Upgrades fire rate and armor penetration of aerial Laser Cannons.
 
| Upgrades fire rate and armor penetration of aerial Laser Cannons.
 
| 50
 
| 50
|-
+
| Advanced Pulse Lasers
 +
| §250
 +
| 10
 +
| 15
 +
| 30
 +
| 0
 +
| 14
 +
| 2x UFO Power Source
 +
 
 +
|-align="center"
 
| UFO Countermeasures
 
| UFO Countermeasures
| Seeker Autopsy
 
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers
 
 
| Increases Interceptor dodge chance.
 
| Increases Interceptor dodge chance.
 
| 30
 
| 30
|-
+
| Seeker Autopsy
 +
| §300
 +
| 5
 +
| 35
 +
| 20
 +
| 0
 +
| 14
 +
| 3x Seeker Wrecks,<br> 3x UFO Flight Computer
 +
 
 +
|-align="center"
 
| UFO Tracking
 
| UFO Tracking
 +
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and alway when UFOs are on satellite-hunting missions
 +
| 40
 
| Alien Power Systems
 
| Alien Power Systems
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer
+
| §400
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions
+
| 20
|-
+
| 0
!colspan="4" | Material Recovery
 
|-
 
| Alien Nucleonics
 
| Alien Power Systems
 
| §500, 20x Elerium, 60x Alloys, 80x Meld
 
| Increases Elerium recovery from combat.
 
|-
 
| Alien Metallurgy
 
| Alien Materials
 
| §300, 5x Elerium, 15x Alloys, 60x Meld
 
| Increases alloy salvage from crash sites by between 15 and 20 percent
 
 
| 20
 
| 20
|-
+
| 0
| Improved Salvage
+
| 28
| Alien Materials
+
| 2x UFO Power Source, <br> 2x UFO Flight Computer
| §200, x10 Elerium, x20 Alloys, x30 Meld
+
 
| Increases weapon fragment recovery from combat by 25%
+
|-align="center"
| 20
+
!colspan="11" | Miscellaneous
|-
+
|-align="center"
!colspan="4" | Miscellaneous
 
|-
 
 
| Drone Capture
 
| Drone Capture
 +
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.
 +
| 75
 
| EMP Weapons
 
| EMP Weapons
| §175, 20x Weapon Fragments, 4x Drone Wreck?
+
| §350
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.
+
| 0
|-
+
| 10
 +
| 5
 +
| 0
 +
| 21
 +
| 4x Drone Wreck
 +
 
 +
|-align="center"
 
| Improved Arc Thrower
 
| Improved Arc Thrower
 +
| Increases stunning ability of the Arc Thrower
 +
| 30
 
| Alien Power Systems
 
| Alien Power Systems
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments
+
| §100
| Increases stunning ability of the Arc Thrower
+
| 20
|-
+
| 30
 +
| 20
 +
| 0
 +
| 14
 +
| 4x Drone Wreck
 +
 
 +
|-align="center"
 
| Tactical Rigging
 
| Tactical Rigging
 +
| Grants one extra item slot to soldiers.
 +
| 60
 
| Muton Elite Autopsy
 
| Muton Elite Autopsy
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse
+
| §500
| Grants one extra item slot to soldiers.
+
| 0
|-
+
| 0
 +
| 50
 +
| 0
 +
| 21
 +
| 20x Muton Elite Corpse
 +
 
 +
|-align="center"
 
| Alien Grenades
 
| Alien Grenades
| Muton Autopsy
 
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment
 
 
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher
 
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher
 
| 35
 
| 35
|-
+
| Muton Autopsy
 +
| §100
 +
| 10
 +
| 20
 +
| 15
 +
| 0
 +
| 7
 +
| 1x Alien Grenade
 +
 
 +
|-align="center"
 
| Advanced Surgery
 
| Advanced Surgery
| Alien Biocybernetics
 
| §600, 12x Alien Surgery, 12x Alien Stasis Tank
 
 
| Increases soldier healing rate by using alien technology
 
| Increases soldier healing rate by using alien technology
 
| 45
 
| 45
|-
+
| Alien Biocybernetics
 +
| §600
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 21
 +
| 12x Alien Surgery,<br> 12x Alien Stasis Tank
 +
 
 +
|-align="center"
 
| Improved Medikit
 
| Improved Medikit
 +
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge
 +
| 12
 
| Thin Man Autopsy
 
| Thin Man Autopsy
| §180, 10x Thin Man Corpses, 10x Meld
+
| §180
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge
+
| 0
|-
+
| 0
 +
| 0
 +
| 10
 +
| 7
 +
| 10x Thin Man Corpses
 +
 
 +
|-align="center"
 
| Advanced Flight
 
| Advanced Flight
 +
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)
 +
|50
 
| Antigrav Systems
 
| Antigrav Systems
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck
+
| §325
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)
+
| 20
|-
+
| 0
 +
| 20
 +
| 0
 +
| 14
 +
| 2x Drone Wreck, <br> 2x Heavy Floater Corpse, <br> 2x Cyberdisc Wreck
 +
 
 +
|-align="center"
 
| New Combat Systems
 
| New Combat Systems
 +
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects
 +
| 25
 
| Experimental Warfare
 
| Experimental Warfare
| §100, 10 Elerium, 15 Alloys
+
| §100
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects
+
| 15
|-
+
| 0
 +
| 10  
 +
| 0
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 
| SCOPE Upgrade
 
| SCOPE Upgrade
 +
| SCOPE increases user's chance of scoring a critical hit chance by 10%<br>and increases critical hit chance when using Laser Sight by 5%
 +
| 10
 
| Experimental Warfare
 
| Experimental Warfare
| §50, 15x Weapon Fragment
+
| §50
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%
+
| 0
|-
+
| 15
| MEC Warfare Systems
+
| 0
| Alien Biocybernetics
+
| 0
| §25
+
| 7
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)
+
| -
| 20
+
 
 +
|-align="center"
 +
| Psi Warfare Systems
 +
| Unlocks special psionic gear
 +
| 25
 +
| Xenopsionics
 +
| 100
 +
| 0
 +
| 0
 +
| 10
 +
| 5
 +
| 14
 +
| -
 +
 
 
|-
 
|-
 
|}
 
|}

Revision as of 15:52, 16 October 2014

Stub
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HQ Long War.jpg
Effect -
Adjacency Bonus Workshop: 5% refunds
Prerequisites -
Other -
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§- | - | - | - | 10 days
Quick
§- | - | - | - | -
Maintenance §§25/mo
Power 5


The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.

Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.

Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.

One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the Equipment page.

Many foundry projects bear the same name and effects as their original incarnation, though with differing costs, requirements, and time.

Foundry Projects

Projects
Name Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
SHIV-Specific Upgrades
SHIV Repair Reduces SHIV repair time 15 Drone Autopsy §100 5 10 5 0 14 10x Drone Wreck
SHIV Defenses Unlocks two new utility items for SHIVs to increase their defensive capabilities 30 Mobile Power Armor §150 30 0 0 0 10 2x Cyberdisk Wreck
SHIV Suppression Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat 15 Alien Weaponry §40 0 0 0 0 7 -
Sentinel Drone Grants auto-repair ability to a SHIV 30 Cyberdisc Autopsy 80 20 0 10 0 7 1x Drone Wreck,
1x UFO Flight Computer
General Mechanical Unit Upgrades
Advanced Servomotors All SHIVs and MECs are granted the Sprinter perk upon completing the project.
Unlocks Walker Servos for infantry and Elerium Turbos for MECs/SHIVs
45 Mechtoid Autopsy §300 30 0 20 8 14 8x Mechtoid Core
Advanced Repair Increases Interceptor and SHIV repair speed 45 Heavy Floater Autopsy §250 40 0 0 4 21 4x Heavy Floater Corpse
Shaped Armor Increases health of mechanised units (SHIV, MEC) 35 Floater Autopsy §300 40 0 20 3 21 3x Floater Corpses
MEC Close Combat Grants all MECs the MEC Close Combat perk, increasing Kinetic Strike damage by 50%
In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn
50 Berserker Autopsy §300 30 0 15 5 7 5x Berserker Corpse
Jellied Elerium Increases Flamethrower damage by ~50%. 25 Elerium §200 0 30 0 0 10 -


MEC Warfare Systems Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.) 20 Alien Biocybernetics §25 0 0 0 0 7 -
General Weapon Upgrades
Enhanced Ballistics Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs. 10 Alien Materials §80 5 0 0 0 7 -
Enhanced Lasers Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs. 55 Advanced Beam Lasers §150 20 15 0 0 14 -
Enhanced Plasma Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs. 75 Precision Plasma Weapons §300 30 30 30 0 21 1x Plasma Rifle
Ammo Conservation Increases the ammo capacity of weapons by 1 shot/burst. 55 Muton Autopsy §600 65 100 0 0 14 20x Muton Corpses
Pistol Upgrades
Mag Pistols Grants + 10% Critical hit chance to all pistols 10 Alien Weaponry §35 0 5 0 0 7 -
Rail Pistols Grants +10% Aim to all pistols 20 Gauss Weapons §90 5 25 0 0 10 -
Reflex Pistols Grants +1 damage to all pistols 35 Compact Plasma Weapons §145 20 50 20 0 14 -
Material Recovery
Improved Salvage Increases weapon fragment recovery from combat by 25% 20 Alien Materials §200 20 0 10 30 14 -
Alien Metallurgy Increases alloy salvage from crash sites by between 15 and 20 percent 20 Alien Materials §300 15 0 5 60 14 -
Alien Nucleonics Increases Elerium recovery from combat. 45 Alien Power Systems §500 60 0 20 80 14 -
Aerospace Improvements
Aircraft Boosters Allows production of usable 'booster' items for interception 10 Alien Materials §50 0 10 0 10 7 -
Elerium Afterburners Increases Interceptor combat time. 45 Alien Propulsion §200 15 0 15 0 14 2x Alien Power Source
Armored Fighters Increases Interceptor HP. 30 Advanced Aerospace Concepts §400 95 0 30 20 14 20x Floater Corpse
Wingtip Sparrowhawks Grants Interceptors secondary armor-piercing missiles. 55 Advanced Aerospace Concepts §500 50 50 10 50 21 -
Penetrator Weapons Increases armor penetration of air-to-air weapons. 14 Advanced Aerospace Concepts §200 20 45 0 0 14 2x Cyberdisc Wreck,
2x UFO Flight Computers
Super Skyranger Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault 35 Advanced Aerospace Concepts §200 20 0 0 0 14 -
Improved Avionics Increases Interceptor hit chance. 20 Advanced Aerospace Concepts §400 5 35 0 0 14 3x UFO Flight Computers
Stealth Satellites Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second) 80 Stealth Systems §800 80 0 80 0 28 6x UFO Flight Computer,
6x Seeker Wreck
Supercapacitors Upgrades fire rate and armor penetration of aerial Laser Cannons. 50 Advanced Pulse Lasers §250 10 15 30 0 14 2x UFO Power Source
UFO Countermeasures Increases Interceptor dodge chance. 30 Seeker Autopsy §300 5 35 20 0 14 3x Seeker Wrecks,
3x UFO Flight Computer
UFO Tracking Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and alway when UFOs are on satellite-hunting missions 40 Alien Power Systems §400 20 0 20 0 28 2x UFO Power Source,
2x UFO Flight Computer
Miscellaneous
Drone Capture Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the Drone page for more details. 75 EMP Weapons §350 0 10 5 0 21 4x Drone Wreck
Improved Arc Thrower Increases stunning ability of the Arc Thrower 30 Alien Power Systems §100 20 30 20 0 14 4x Drone Wreck
Tactical Rigging Grants one extra item slot to soldiers. 60 Muton Elite Autopsy §500 0 0 50 0 21 20x Muton Elite Corpse
Alien Grenades Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades
Also increases the firepower of the MEC Grenade Launcher
35 Muton Autopsy §100 10 20 15 0 7 1x Alien Grenade
Advanced Surgery Increases soldier healing rate by using alien technology 45 Alien Biocybernetics §600 0 0 0 0 21 12x Alien Surgery,
12x Alien Stasis Tank
Improved Medikit Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge 12 Thin Man Autopsy §180 0 0 0 10 7 10x Thin Man Corpses
Advanced Flight Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV) 50 Antigrav Systems §325 20 0 20 0 14 2x Drone Wreck,
2x Heavy Floater Corpse,
2x Cyberdisc Wreck
New Combat Systems Unlocks an array of new gear options in combination with other technologies and projects 25 Experimental Warfare §100 15 0 10 0 14 -
SCOPE Upgrade SCOPE increases user's chance of scoring a critical hit chance by 10%
and increases critical hit chance when using Laser Sight by 5%
10 Experimental Warfare §50 0 15 0 0 7 -
Psi Warfare Systems Unlocks special psionic gear 25 Xenopsionics 100 0 0 10 5 14 -